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Learning and gamification: a possible relationship?
2017
EAI Endorsed Transactions on e-Learning
One of the most interesting and disruptive trends in the current elearning scenario is gamification, that is, the use of game design elements in non-game contexts. After providing a brief overview of the main contemporary gamification applications in organizations, this paper especially focuses on gamification in the educational field. It dis-cusses the existing studies on the effectiveness of gamification for learning purposes, ana-lyzing their impact on students' attitude, knowledge and
doi:10.4108/eai.19-12-2017.153488
fatcat:xwptsnpa5rdqpmjfg54kyaluza